Josh joined Feb 4, 2011

I started out building custom levels for Zombie Panic! Source in 2008, spent a couple years with Tripmine Studios working on remakes of Blue Shift and Opposing Force ("Guard Duty" and "Operation Black Mesa" respectively), and then took up 3D modeling.
Currently I am co-founding Majesty 3D as an independent game development studio, and focusing mainly on Android development with the Unity engine for the time being.

I am with the Zombie Panic Source dev team, we're currently "porting" from 2007 to 2013 and let me tell you... its an insane ordeal. Our coder has completely re-written the game from scratch, and I think you'll find that it may be more than a few weeks work for you to do so. Its been a year for us now, and we still struggle with solutions. However our 2007 version (current public build) is still mostly playable, just a bit glitchy, I see no reason yours shouldn't still be playable as well. Anyway, it really comes down to what you need out of your mods functionality as to whether you should update them or not.

In another attempt to stay current here (without making an unnecessary news post) Castaway Kirk is being moved to the Unreal 4 Engine. It has come to our attention that the Unreal engine is simply more well equipped, more financially accessible, and includes far more built in assets, which would require 3rd party purchases for Unity. Although its an initial set back, it will streamline production in the long run. And we've all certainly already waited long enough.

The demo will remain as is on the Unity Engine, but all further content will be on the Unreal 4 Engine. So keep an eye out, its going to be a productive winter ;)

In an attempt to stay current here, just thought I'd mention that due to some large updates in the "Realistic FPS Prefab" for Unity this game will be based on, progress is moving slowly, but it will be for the better in the long run. Going to have to move around a lot of code. But progress is being made, and I look forward to showing you more.

P.S. Also, we've decided to concentrate on the PC version first, and the Android/mobile version will come after. Kthxbai!

OBVIOUSLY not trolling. Trolls never make unfounded unoriginal inflammatory comments to complete strangers about matters they have zero knowledge on. Thanks for clearing up that you are absolutely NOT doing that. Please continue...

I see two options. 1. MODDB recognizes that Black Mesa clearly has bigger and better things coming to it completely independently of this community, and doesn't want to overshadow all the other amazing mods with one thats already receieved a GIGANTIC amount of attention, and was among the first to be Greenlit on Steam. 2. Black Mesa, despite its voracious fan base, is simply a remake and nothing more and therefore undeserving of mention in comparison to other games that all brought original gameplay concepts to the table rather than just touching up some old ones.

Beyond that... I can't think of a single reason why BMS would not have come up here, and agree that it should have taken at least one of the 3 that were given to CoF. Yes Cry of Fear was great and deserving of 2nd place best overall OR best community AND/OR best single player... but all 3? I disagree.

I'm sorry that you have some jerks trolling you apparently on the behalf of Guard Duty, or on some principle of what makes a mod a mod. You clearly have your work cut out for you even if you hire a team to make a few models/textures/codes, and map the whole thing yourself. Although your intent to make this mod (which has a nearly identical end-product goal as an already long existing one) seems a bit impatient and slightly arrogant of you, I still admire your tenacity and the fact that you are DOING something about it instead of whining about the wait for Guard Duty like every other impatient baby on the internet. And for that, I solute you and support your mod. I wish you the best of luck.

1.Why should a completely separate project aim to be even slightly "accurate" to another?
2.They're welcome to copy and paste BMS into another game and call it a mod if they want to, and if it makes you happy that its more like BMS then I'm happy for you. But its hard to create a "re-imagining" of a game when you're using materials from somebody elses imagination (or in this case another teams). Our games may not be exactly like BMS, but they will have complete internal continuity and integrity. Nobody can take that away from us.

So, 11 months later I came back to this and I got it to work! Hooray! It works great when faceposer isn't crashing. Even when this plugin is not installed, I can't get faceposer to not crash when I try to move words and phonemes. Any idea if there's any way to stabilize this?

Anyway, good job on the plugin. Its a HUGE time saver.
----EDIT-----
Sorry, meant to post a new comment, not reply to mikeanderson...

We have no affiliation with the Black Mesa mod and will not be sharing any content. Also, I don't believe there are any areas that appear in both games, with the exception of the very beginning scene where the tram drives past the guard knocking on the door.